† - The vehicle may suffer motive system damage even if its armor remains intact. Apply damage normally to the armor in that section, but the attacking player also rolls once on the Motive System Damage Table, at right. Apply damage at the end of the phase in which the damage takes effect.

* - A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the vehicle. For each result of 2 or 12 (or 8 for side attacks), apply damage normally to the armor in that section. The attacking player then automatically rolls once on the Ground Combat Vehicle Critical Hits Table, p. 194. A result of 12 on the Ground Combat Vehicles Hit Location Table may inflict a critical hit against the turret; if the vehicle has no turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction.

§ - Side hits strike the side as indicated by the attack direction. For example, if an attack hits the right side, all Side results strike the right side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked.

1 - Only during the phase that the reactor shuts down. If the MechWarrior must make a Piloting Skill Roll for a Mech with a shut-down reactor the BattleMech automatically falls.

2 - The modifier for a destroyed gyro is +6 when making a Piloting Skill Roll to avoid damaging the MechWarrior during an automatic fall.

3 - The modifier for a destroyed leg is +5 when making a Piloting Skill Roll to avoid damaging the MechWarrior during an automatic fall.

4 - Automatic fall if death from above attack is unsuccessful.

5 - Ignore all modifiers from previous critical hits on that leg.

6 - Do not add modifiers for other damaged actuators in the leg.

7 - To avoid damage only. Does not result in a fall if Piloting Skill Roll fails. See Buildings TW p.166. Add an additional modifier of 1 if unit is charging or being charged (in addition to the +2 modifier normally required in that situation).

8 - For the purposes of falling, a ‘Mech only rises 1 level above the underlying terrain

4 - Hovercraft may enter all water hexes along the surface and may enter such hexes at flank speed.

5 - No cost for infantry.

6 - If a wheeled Support Vehicle lacks the Off-Road Vehicle Chassis and Controls modification, then movement costs 1 additional MP per hex.

7 - Wheeled or tracked Support Vehicles with the Amphibious Chassis and Controls modification can move through any water hex on the surface

at a cost of 2 MP (see p. 56).

8 - IndustrialMechs can enter a Depth 2 or greater water hex. However, the IndustrialMechs must mount either a fuel cells, fission or fusion power plant and must mount the Environmental Sealing Chassis and Controls modification to do so. If the IndustrialMech does not meet those requirements, it is considered destroyed if they remain in a Depth 2 or greater water hex (or prone in a Depth 1 water hex) in the End Phase of the turn immediately following the turn in which they entered it.

9 - Wheeled Support Vehicles with either the Monocycle or Bicycle Chassis and Controls modification can enter a light woods hex.

12 - VTOL and WiGE vehicles can enter a woods hex provided their elevation is higher than the level of the woods in the hex.

13 - This only applies to WiGE units entering a hex whose level is higher than the unit’s current hex; see Wing-In-Ground-Effect, p. 55, for rules governing entering hexes whose level is lower than the unit’s current hex.

14 - Infantry can enter a water hex of Depth 1 or deeper if they are noted as having UMU MPs.